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About Farrokh the StrongMale human (Keleshite) magaambyan arcanist 2 / transmuter (enhancement) 8
Equipment:
Combat Gear cold iron crossbow bolts (10), lesser extend metamagic rod, oil of bless weapon (4), oil of unwelcome halo, pearl of power (2nd level), scroll of displacement (2), scroll of gust of wind (4), scroll of lesser restoration (5), scroll of monkey fish, scroll of restoration, scroll of suppress charms and compulsions (5), wand of enlarge person, wand of heightened awareness, wand of infernal healing, wand of long arm, wand of mage armor, wand of protection from evil, wand of shield, alchemical grease (5), alchemist's fire (2), alkali flask, antiplague, antitoxin (2), bladeguard, clear ear (5), healer's kit, holy water (4), meditation tea (4), smelling salts, stillgut (2), twitch tonic (3), vermin repellent, vomit capsules (3).
Other Gear +1 deathless haramaki, cold iron dagger, light crossbow, mwk club, silver dagger, +1 amulet of mighty fists, belt of giant strength +4, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked magenta prism ioun stone, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), dream journal of the pallid seer, dusty rose prism ioun stone, ioun torch ioun stone, lucky button, ring of protection +1, shifter's headband (+4 int), Sihedron brand (endurance), traveler's any-tool, wayfinder, alchemist's lab, animal glue, backpack, bandolier, bedroll, bell tripwire trap, blanket, blotter, canteen, chalk, chewing stick, climber's kit, comb, diamond dust (200 gp), earplugs, familiar satchel, fishhook (2), flint and steel, grappling bolt, hairbrush, inkpen, knife for cutting quills into pens, masterwork tool (3), mess kit, mirror, nail file, pen nibs, pigment for making ink, ruler (small), scissors, scroll case, silk rope (50 ft.), smoked goggles, soap, speed sheath, speed sheath, spell component pouch, spellbook (3), sponge, string or twine, holy symbol (100gp), tooth powder, vial (2), waterproof bag, weapon cord (3). Spells in Spellbook: --------------------
Level 0: Spoiler: Level 1:All level 0 spells
Spoiler: Level 2:Air Bubble
Alarm Ant Haul Anticipate Peril Chill Touch Color Spray Comprehend Languages Crafter's Fortune Detect Secret Doors Disguise Self Endure Elements Enlarge Person Expeditious Retreat Face of the Devourer Feather Fall Gravity Bow Grease Heightened Awareness Illusion of Calm Jump Liberating Command Line in the Sand Long Arm Lucky Number Mage Armor Magic Missile Magic Weapon Monkey Fish Mount Obscuring Mist Protection from Evil Protection from Good Ray of Enfeeblement Rite of Centered Mind Shield Silent Image Stone Fist Touch of Gracelessness Touch of the Sea True Strike Unseen Servant Vanish Spoiler: Level 3:Acid Arrow
Alter Self Barkskin Bear's Endurance Blur Bull's Strength Cat's Grace Continual Flame Darkvision Delay Poison Detect Thoughts Eagle's Spelndor Endure Elements, Communal Eroding Ray False Life Fox's Cunning Glitterdust Invisibility Knock Locate Object Mirror Image Owl's Wisdom Protection from Arrows Pyrotechnics Resist Energy See Invisibility Spider Climb Spoiler: Level 4:Ablative Barrier
Clay Skin Dispel Magic Displacement Fly Gaseous Form Haste Heart of the Metal Heroism Magic Circle vs Evil Magic Weapon, Greater Monstrous Physique I Phantom Steed Protection from Energy Resist Energy, Communal Reversion, Minor Stunning Barrier, Greater Tongues Versatile Weapon Water Breathing Spoiler: Level 5:Black Tentacles
Calcific Touch Dimension Door Greater Invisibility Mnemonic Enhancer Protection from Energy, Communal Remove Curse Shadowform Spoiler: Acid Spray
Angelic Aspect Beast Shape III Break Enchantment Life Bubble Monstrous Physique III Overland Flight Telepathic Bond Wall of Stone Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Augment (+2 ability or +2 AC, 3 rounds, 7/day) (Sp) Grant either +2 to an ability score or +2 natural armor by touch. Aura of Good (Ex) You emit an aura of good. Bond Breaker (Liberty's Edge) Once per adventure can either: Cast shatter as a spell like ability with a DC of 15; Or deal 1d10 additional damage on next attack vs a creature or object with hardness (if attack has x3 or x4 crit multiplier then extra damage increases to 2d10 or 3d10 respectively). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Emancipator (Liberty's Edge) When an ally who Farrokh can see makes an escape artist check to escape a grapple or a save to vs charm or compulsion, they can treat a roll of 10 or less as a roll of 11. Each creature can benefit from this only once per adventure. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks. Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks. Enhancement Associated School: Transmutation Evocation You must spend 2 slots to cast spells from the Evocation school. False Focus You can use a divine focus to cast arcane spells. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Halcyon Magic Add druid spells to arcane casting class (barkskin, delay poison). Necromancy You must spend 2 slots to cast spells from the Necromancy school. Orator (Liberty's Edge) Once per adventure before rolling a skill check to convince an NPC to cooperate with him, Farrokh can add a +4 to the roll (or +8 if it is to get the NPC to participate in an uprising). Perfection of Self +4 (8 rounds/day) (Su) At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level. Physical Enhancement +2 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC. Spell Mastery (Dimension Door, Monstrous Physique III, Invisibility, Knock) You can prepare the chosen spells without a spellbook. Superior Spell Mastery (Ex) Spend 24 hours over 3 days studying to change mastered spells. Virtuous Spells Cast good descriptor spells at +1 caster level. |